What is the first class you're going to try and homebrew when you get the rules?


Second Edition

Scarab Sages

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Basically the subject is the question. I know they have said they will be adding classes as 2e continues but I know a few of my players already stated they want to try their hand at homebrewing a few classes. My choice and I know I am in the minority but the Cavalier, I was said to hear that so many people disliked the class but my first character I ever created was a Gnome Cavalier and I loved that little guy. So what would be your choice?


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I'm probably going to try my hand at homebrewing the starfinder classes in an effort to see if it'll be somewhat simple or massively complex to port the starfinder setting and adventures into PF2.

I'll probably still end up running starfinder as starfinder, but I want to see if it's easy or hard.

But I think I'll need the GMG first.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber

So far I have done Gunslinger and Investigator, so I would update those 2 to the final rules first.


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Like to try make a Binder type class with Diabolist, Choirs and such as paths you go upon, main functions would be obtaining powers from different outsiders, forming contracts, taking on aspects of them or being mainly ritualist.


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Witch. It's really the only one that has a big place in my homebrew world which can't be adequately modeled using multi-class rules.

I'm thinking I'll start with the wizard chassis and switch arcane to occult spell lists.

School and thesis will be converted into patron and familiar with focus powers serving as hexes. probably stealing and reskinning focus spells from other classes which are more thematically appropriate rather than making completely new spells.

Without the final rules I can't exactly say how but I think I can make something that is workable.


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Pathfinder Starfinder Roleplaying Game Subscriber
Bardarok wrote:

Witch. It's really the only one that has a big place in my homebrew world which can't be adequately modeled using multi-class rules.

I'm thinking I'll start with the wizard chassis and switch arcane to occult spell lists.

School and thesis will be converted into patron and familiar with focus powers serving as hexes. probably stealing and reskinning focus spells from other classes which are more thematically appropriate rather than making completely new spells.

Without the final rules I can't exactly say how but I think I can make something that is workable.

You know what would be kind of cool? Spending a focus point to gain the unlimited use of a hex, then refocus lets you change hexes, or refresh your ability to do the 1/day/target thing again.

I just really liked the all-day nature of hexes!


Not a new class persay, but a sorcerer bloodline which imitates the natural armor boosts of the former draconic bloodline. {Player of mine in PF1 had a great character whom with AC boosts of this, along with the dragon disciple, and fighter for the prof with heavy armor and shields, created a really AC/HP Tanky character, whom worked with spells that did not have somatic components, and actually treated them as secondary ability. I kinda of what to be able to recreate it in PF2, and the natural AC was a big part.)

Though, like Bardarok, I'll need to wait for the final rules to see if something like this would be workable {thinking it may be a bloodline ability that temp boosts AC,). And I have a sneaky feeling there is a good chance a Paladin/Sorcerer would pretty well serve this concept in the final ed, making this mute.


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Witch here, too. Like Bardarok, I've already homebrewed a Witch class, in a similar way as Bardarok, from how they described. Many hexes converted using Bard compositions as a baseline.

WatersLethe wrote:

You know what would be kind of cool? Spending a focus point to gain the unlimited use of a hex, then refocus lets you change hexes, or refresh your ability to do the 1/day/target thing again.

I just really liked the all-day nature of hexes!

That's why I like using Bard as an inspiration for hexes; some hexes can be focus spells, while others can be unique cantrips.


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Witch is something that I wondered, does the relationship of the Witch and her Patron always need to manifest in an familiar? Classes are really different from their PF1 counterpart in the new edition so an Witch class could choose at first their Patron that will give acess to some spells know and their specific hex and then how their pact will manifest, be it the familiar or something else like an ritual dagger or even an ritual book.


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Kyrone wrote:
Witch is something that I wondered, does the relationship of the Witch and her Patron always need to manifest in an familiar? Classes are really different from their PF1 counterpart in the new edition so an Witch class could choose at first their Patron that will give acess to some spells know and their specific hex and then how their pact will manifest, be it the familiar or something else like an ritual dagger or even an ritual book.

That's a good idea. That's how 5e does it with warlocks (familiar, weapon, or book) though for PF2 I'd probably give an option to get the other two though. I'd imagine such options would be class feats whereas the full spellcasting and hexes would be based on patron. Maybe cleric domains are a better model for patrons than wizard schools since I feel each patron should probably grant a few spells not from the normal occult list as well as a basic hex with other more powerful hexes being optional.


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Kyrone wrote:
Witch is something that I wondered, does the relationship of the Witch and her Patron always need to manifest in an familiar? Classes are really different from their PF1 counterpart in the new edition so an Witch class could choose at first their Patron that will give acess to some spells know and their specific hex and then how their pact will manifest, be it the familiar or something else like an ritual dagger or even an ritual book.

I think that's an interesting take on it. I baked familiar into the class in my conversion, but that's because it was a conversion of a character from a PF1 home game, and as such, obviously, the character has a familiar already.

I think drawing from 5e's Warlock could give the class more variety.

The patron could even take a more direct role, maybe even foregoing a representation entirely by requiring some form of direct commune with the witch to grant their abilities. There's certainly a lot of room to tinker with mechanics to allow for more diverse concepts.


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Maybe also patron spefic powers like seeing in darkness for patron of darkness or night as class feat.


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Kyrone wrote:
Witch is something that I wondered, does the relationship of the Witch and her Patron always need to manifest in an familiar? Classes are really different from their PF1 counterpart in the new edition so an Witch class could choose at first their Patron that will give acess to some spells know and their specific hex and then how their pact will manifest, be it the familiar or something else like an ritual dagger or even an ritual book.

I think this is based on Witches being iconic with a familiar of sorts that they occasionally even talk to. Most notably a Black Cat, but I vaguely remember some other choices.

As for classes; definitely a handful of magic casting classes. There are some old Prestiege Classes that can be turned into Archetypes, such as one player of mine would enjoy a Geometer and Initiate of the Sevenfold Veil.

Some others are Effigy Master, Magus, Wu Jen, Beguiler(possibly); and some optional rules and feats for spell casters.


I'm going to try putting together the Hunter for my game. Right now, I'm thinking Druid w/ Animal Order, and spells swapped to spontaneous. We'll see if I need to add more, because we don't have much known on the druid layout right now.

Grand Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Not sure if I will homebrew it or wait but Both Magus and Summoner are faves of mine and would like them back for 2e.

Grand Lodge

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Pathfinder Starfinder Adventure Path Subscriber

I've been pondering Kineticist. The new action system and focus points have potential to replace the much-hated Burn system with a better gather power system and focus powers.


Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Probably something like an Engineer or Artificer.


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Occultist.

It just OOZES with an awesome psychic-detective flavor. Perhaps a Bard Multiclass something could do the trick, but I just adore the occultist. I'd love it if Occultist/Oracle/Witch eventually make it as official Paizo classes.

To me those classes are a really important part of pathfinder, even though my group is making a full-swap to 2e. Their flexibility, irreplaceable flavor, and really unique mechanics are something that I want to see moved into 2E.


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Pathfinder Adventure, Rulebook Subscriber
Bardarok wrote:
. Maybe cleric domains are a better model for patrons than wizard schools since I feel each patron should probably grant a few spells not from the normal occult list as well as a basic hex with other more powerful hexes being optional.

I agree. Easy class feat to put together. "Gain greater patron spell from your patron"

Really Hexes are now just Unique cantrips: Use all day, scales with level, doesn't use spell slot. I could see some as a focus power like Flight or some of the other 1/day, or only X/day.


none


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Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Another interesting take on Witch hexes might be to have them function similarly to many class abilities from Starfinder, with an at-will effect and then a stronger version of that effect that requires spending a Resolve Point (or in this case a focus point).

Speaking of Starfinder, I'm currently working on converting the system as a whole to use playtest rules (to be updated to the full rules when I have them), and it's surprisingly easy! Almost all the classes have a "choice of feature every even level" chassis that's pretty trivial to map onto class feats, and very few of those features reference numbers much so there's not a huge amount of rewriting to be done.


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Not necessarily a class, but I'd love to get a good variant of Corruptions down. They are a pretty good death penalty.


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

I have a small list.
Medium, Oracle, and Magus I have the clearest ideas of where I’d want to land on all of those (largely absorbing the Inquisitor and Hunter classes as I go). I have thoughts on others, but those are the ones I have strong concepts on what I want to see.


Pathfinder Rulebook Subscriber
Garretmander wrote:

I'm probably going to try my hand at homebrewing the starfinder classes in an effort to see if it'll be somewhat simple or massively complex to port the starfinder setting and adventures into PF2.

I'll probably still end up running starfinder as starfinder, but I want to see if it's easy or hard.

But I think I'll need the GMG first.

Would love it if you posted any progress. I love starfinder but it is seriously disappointing how shackled it is to old design paradigms.


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I personally have templates for the Magus and Kineticist already written up (no specific math, I was gonna wait until full edition for that), and my GM and I are toying with a Shifter-esc Blue Mage type, currently known as the "Essence Thief", he's also making an umbrella archetype for our game world, it's a bit wonky at the moment, but it's coming along well.


Malk_Content wrote:
Garretmander wrote:

I'm probably going to try my hand at homebrewing the starfinder classes in an effort to see if it'll be somewhat simple or massively complex to port the starfinder setting and adventures into PF2.

I'll probably still end up running starfinder as starfinder, but I want to see if it's easy or hard.

But I think I'll need the GMG first.

Would love it if you posted any progress. I love starfinder but it is seriously disappointing how shackled it is to old design paradigms.

I'll definitely post them if it doesn't look like one of those 'just rewrite the whole system' conversions.

I don't have the CRB yet, but right now I'm considering just adding new flavored class feats for the fighter(soldier), rogue(operative), and alchemist(mechanic). The casters probably need a new class and spell lists to build off of, the solarian definitely does, and the envoy needs something new to make it something other than a spell-less bard.

Liberty's Edge

Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Oracle? Bloodrager ?

Or maybe just Shifter, though likely the concept more than the PF1 incarnation.


Shifter was pretty much a failure in excecution

I read a few times over the class and was throughly underwhelmed


The animal instinct barbarian was basically Shifter.


mooncursed barbarian and animal instinct barbarian were both better shifters then the shifter


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I think the shifter had good ideas, and that those good ideas could be recycled, but I am not sure there is much need for a shifter class when it already has a major overlap with druid (who now have the design space to more fully explore it) and minor overlap with a ton of different stuff.

I could see swarm form being a druid feat along the wild-shape line, potentially. And by default, it lets you turn into a swarm with a climb speed (and potentially a swarm with a swim speed) and if you have the flying wild-shape feat, it lets you turn into a swarm with a fly speed.

Oozemorph is really interesting. I don't know what to do with it, how to do anything with it. But it is interesting, and maybe will get it somehow in someway. Maybe would just not with Fluidic body or make it make sense, but the rest of it is cool.

Maybe do something with Adaptive Shifter, having an Adaptation theme could be interesting, like you get one reaction that has a lot of different usage but you need to be in fairly specific situations.

And Verdant Shifter is pretty cool, though I think that can just be taken over by plant druid if it hasn't already.

I am just spit-balling ideas, but my point is that I think the pf1 shifter class has a lot of potential to be adapted into pf2, as pretty much anything other than a class.


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While I would initially try to avoid homebrewing any of the mechanics until I learn the system better, I will eventually try my hand at superimposing Final Fantasy jobs on most of the classes for a Final Fantasy themed setting.

A lot of those will be easy. Alchemist, Bard, Rogue, and Monk will remain the same.
Fighters/Rangers will embody Dragoons, Archers, Samurai, Shepards (Beast Tamers), and Knights.
Barbarians will embody Berserkers.
Champions will be Holy Knights and Dark Knights.

And then you have the tricky classes, the spellcasters.
I guess Wizards can be the Black Mage and Clerics can be the White Mage. But mechanically it would make more sense for Sorcerers to be Black, White, and Blue mages, so not sure what to do about those. Multiclassing Sorcerer with Rogue or just sticking with Bard will get you the Red Mage.

Druids are the Geomancers (Conjurers for those who play the MMO). Either Monk, Rogue, or Alchemist would work for Ninja. Not sure about Dancer.

Just about the only concept I'd have to houserule is the mechanics for Summoners, Gamblers (Astrologists), and Mechanists. I'm tempted to just introduce guns and make the latter a Ranger, but I don't know how Rangers work yet.


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Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Nicolas Paradise wrote:
Not sure if I will homebrew it or wait but Both Magus and Summoner are faves of mine and would like them back for 2e.

I'm also going to try and homebrew Magus for my son in our RoRL game that I'm going to try and convert to PF2


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One of my PF1 players runs a gun alchemist / eldritch archer.
I want to try to convert him, so the first thing I'll do is firearms and some gun-friendly wizard feats.

I intend to stat him as a plain simple Fighter/Wizard. And it works.

Liberty's Edge

Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Kensai class from the original Oriental Adventures


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Pathfinder Rulebook Subscriber

I've got ideas in mind for running adventures in the Warcraft universe, so I've got plans to tinker around with a Warcraft-style Warlock and Paladin class.

Warcraft Warlocks will have a pet path like Druid and a focus spell path like the Paladin (only those focus spells won't be benefits to your allies, they will be curses/drains on your enemies). I'm also thinking of having its most powerful effects cause negative conditions on the caster to represent how Fel (demonic) magic in that universe always carries a cost.

Warcraft Paladins aren't too dissimilar to Golarion Paladins, so this would likely be adding a line of feats to represent the various Auras that Warcraft Paladins are known for - I imagine that the Bard class will have some features that could be molded into that.


I think that my players are wanting to try out an evil campaign so the first thing I think I may try my hand at is the Evil versions of the Champion. Lawful Evil - Tyrant, Neutral Evil - Schemer, Chaotic Evil - Fanatic

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